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Community POTW #005

We're back into using the random generator, and this week we've got a doozey

It's Azumarill. Previously, Azumarill was a rather subpar Pokémon with its own niche, but since it has been given a new type, the Fairy-type, as well as moves to match, it can be a brilliant Dragon killer

This set is risky, but once you pull it off, it will be hard to stop. Azumarill has a typing and stats to use a Belly Drum Set. Aqua Jet is your priority STAB move that 2HKOs almost everything after a Belly Drum. Play Rough is another STAB move capable of hitting Dragons hard even unboosted. Super Power is a good coverage move.

BellyJet Azumarill is up there with Blaziken as one of those things that literally has no counters. Unless you hit it with a good priority move, +6 STAB Aqua Jet will all but annihilate whatever it hits, resist or not. With Mystic Water, Aqua Jet can OHKO FERROTHORN after a layer of spikes damage, while +5 Play Rough OHKOes Gyarados switch ins, rocks or not. Mystic Water's a viable choice on the BD set, letting Aqua Jet OHKO some key targets.

An Assault Vest set works wonders too, but one should be aware it means losing out on Belly Drum.

BellyJet Azumarill is up there with Blaziken as one of those things that literally has no counters. Unless you hit it with a good priority move, +6 STAB Aqua Jet will all but annihilate whatever it hits, resist or not. With Mystic Water, Aqua Jet can OHKO FERROTHORN after a layer of spikes damage, while +5 Play Rough OHKOes Gyarados switch ins, rocks or not. Mystic Water's a viable choice on the BD set, letting Aqua Jet OHKO some key targets.

Um, no. It can't. You're making up numbers. A +6, 252 Attack, Adamant Aqua Jet with Mystic Water against a Relaxed 252/48 Ferrothorn does 56.2 - 66.4% damage. It's a clean 2HKO for sure, meaning Ferrothorn will be KO'ed on the turn after the switch, but it will not 1HKO with any amount of entry hazards on a single switch.

Also, I'm gonna say it right here; BD Azumarill is a gimmick, and an extremely high risk one. Can we all please stop talking as though you're going to get off Belly Drum every single time? It is not a given, and in fact improper use of Belly Drum can actually result in losing Azumarill. If you're not Belly Drumming on a switch, Azumarill dies to most strong STABs and is crippled by most status. And even if you do BD on the switch, certain things can switch in on the BD and force it out or KO it outright (Mega Venusaur, anything with Dry Skin or Water Absorb, etc.). Strong Priority can revenge kill it with ease, such as CB Scizor's Bullet Punch which does 48.2 - 56.6% to a 252/0 Azumarill, and Life Orb Talonflame's priority Brave Bird nails it for 60.8 - 71.7%. Azumarill may have decent bulk, high power, and priority, but it's not difficult to check due to its low speed and predictable coverage. When it's not using Aqua Jet, 50 speed is incredibly easy to work around.

Belly Drum is the epitome of high risk, high reward. But it has far from uncounterable, especially given the inherent risks of sacrificing half of your HP. It's best to keep it a secret for as long as possible, because BD Azumarill really benefits from having threats worn down and taking prior damage.

Also, Mystic Water is bad. Give it either Leftovers or Sitrus Berry; the difference in power is miniscule and the HP recovery can be the difference between life or death after drumming.

Last edited by KillerDraco; 24th November 2013 at 3:35 PM.

SMod, One of the writers for the PotW, and someone you'll be hearing from often if you fail to read the rules

Because I can't think of any rabbit puns. Choice Band with Huge Power is sooo powerful. Aqua Jet throws azus bad speed out of the window and works as an excellent revenge killing tool. Waterfall is for extra man power if you know you can live a hit. Play Rough does great damage, hits Dragons super effective, and hits most grass types for neutral damage, rendering Ice Punch mostly obselete. For the last spot, Superpower ruins steels, although Knock Off may be a better choice now, since it got a huge power buff, cripples pretty much every pokemon, smashes Jellicent and Aegislash, and hits steels for strong neutral damage. Just be aware that knock off isn't available for Azu until Pokebank.

Really gimmicky set but its still fun and might work due to Azu having a Dragon immunity now. PUP boosts Azus attack even more, Aqua Jet is great STAB and a strong last resort if you're going to die real soon. Play Rough is wonderful secondary STAB and Knock Off is good coverage, as well as crippling the opponent if it doesn't K.O.

Overview: It used to be ok in Older Generation, but in X and Y, they buff Azumarill by giving a new type, Fairy and is accessible to Play Rough which can easily kill a Dragon Type Pokemon.

Positive:
Gets a new Fairy Type move which makes it cover more type.
Has Huge Power which make its attack 2 times stronger.
Has Good Typing and can resist the Fire/Dragon Type combo.
Has access to priority move (Aqua Jet).
Has average bulk
One of the only Pokemon that can counter Blaziken

Abilities:
Thick Fat: Makes it safer to switch in for Fire and Ice Type Move, but it resisted both Fire and Ice anyway, so it isn't as useful as the second ability
Huge Power: This ability is amazing for Azumarill, it doubles its attack which makes Azumarill have a lot of Attack stat and can easily OHKO low defense Pokemon with Aqua Jet.
Sap Sipper: Its Hidden Ability, it is quite good as it takes 1 of its weakness out and raises its attack instead, however it is nothing compare to Huge Power.

Aqua Jet is used for priority attack and STAB while Waterfall hits 2 times harder than Aqua Jet. Play Rough for another STAB move and can easily OHKO most Dragon Type Pokemon. Superpower to deal with Steel Type Pokemon and give coverages. As for the EVs 8 Speed Stat is a bit strange, but can allow you to outspeed other Azumarill, still your can stick with 252 Attack/ 252 HP/ 4 Speed if you want to.

This moveset is quite tricky to use it effectively, most inexperienced player will always think, start up with Belly Drum, use Sitrus Berry to heal itself and get ready to sweep your opponent team with Aqua Jet. That will not always happen. You need to use Belly Drum wisely, Azumarill can risk fainting after a Belly Drum, so if you think the opponent Pokemon will OHKO it after it uses Belly Drum, use Play Rough or Super Power instead.

Brick Break: A less stronger version of Superpower, but can break through Reflect and Light Screen, also it doesn't lower attack, but it is better to OHKO your opponent with Superpower rather than 2HKO it with Brick Break.

Bulldoze: Can be use to cover Poison and Steel Type Pokemon, but its power is way too less compare to Superpower.

Ice Punch: It is a Gen V only move and can be used to cover Grass Type Pokemon, but Play Rough works a lot better for killing Dragon Type Pokemon.

Power Up Punch: Might be Ok, but it took 4 Power Up Punch to be as strong as Super Power.

Partner
Might work with Pokemon with Drizzle ability to increase Aqua Jet Power by 50% from Rain. Reflect and Light Screen can increase Azumarill bulk to survive more hits.

Double Battle and Triple Battle Option:
It does not work very well in Double or Triple Battle due to its lack of move that hits 2-3 Pokemon and Aqua Jet won't sweep effectively.

Countering Azumarill:
A Grass and Poison Type Pokemom completely Walls Azumarill main move except for the Azumarill that uses Knock Off. Dragalge resist nearly all its move except Play Rough and OHKO it with Adaptibility Sludge Bomb.

Ah… Azumarill. Never really used this thing seriously even after it got Huge Power. I believe the closest was in Emerald so I could use it as a Surf slave to get the Good Rod but I digress.

Typing: After being a mono water for four generations, Gamefreak finally gifted the water rabbit with the new fairy type courtesy of its egg group. This actually did it a lot of good giving it another 4 resistances (Fighting, Bug, Dark and Dragon) in exchange for 1 weakness (Poison) and 1 lost resistance (Steel). Add this to the already solid water typing (3 resistances discounting Steel and 2 weaknesses) and you have a Pokemon that is well rounded defensively.
In terms of stabs Fairy-Dragon is ideal in that no monotypes can wall the STAB offense. That and considering that the two stabs cover several of the most offensive pokemon in the game (Fire, Ground, Rock, Fighting, Dragon and Dark) and you have a serious threat on your hands, provided it can use these stabs.

Stats: Unfortunately, while the typing is stellar, at first glance the stats are subpar. Azumarill has only one stat that hits base 100 –its HP. This combined with its 80 defenses, and Azumarill is acceptably bulky. Its offenses are horrid however. Base 50 ATK and Base 60 SATK mean you are struggling to KO pokemon through super effective hits, let alone neutral. Azumarill seems to be a tank and would be if it were not for its ability. Base 50 SPD just reinforces the bulky water appearance.

Ability: USE HUGE POWER. I cannot stress this enough. Without Huge Power, Azumarill is nothing more than a subpar bulky water. Thick Fat? Azumarill already resists Fire and Ice attacks. Sap Sipper? The loss of a weakness is nice but the power drop is too big to justify. Huge Power skyrockets Azumarill’s ATK to sweeper levels just by being there and turns the innocuous water rabbit into a river mafia boss. Like Blaziken, Azumarill is a pokemon that is made by one of its abilities. Don’t waste it.

Moves: Sorry for the digression, but it would be hopeless to list off Azumarill’s physical moves without justifying them. Azumarill has a fairly healthy physical movepool. While limited to one Fairy STAB (albeit a good one), Azumarill has numerous choices in terms of Water STABs, from the priority Water Jet, to the bone crushing Aqua Tail. Reinforcing these moves are Superpower, Knock off, Body Slam, Bulldoze and Powerup Punch. Body Slam and Bulldoze are mentioned as moves Azumarill can use to drag opponents down to its speed level, while Powerup Punch is a method of boosting Azumarill’s Huge Power to new heights. Azumarill also gets access to Belly Drum and if it can pull that off safely, it will crush anything that is not extremely resistant to Water attacks. Azumarill’s support movepool is fairly decent and what you will be using in the event you do not have access to Huge Power. Aqua Ring, Rain Dance, Helping Hand, Light Screen, Fake Tears, Charm, Perish Song, Encore, and Soak, with many of these options synergizing well with entry hazards.

The Verdict: What do dragons fear? Rabbits. Azumarill represents a new kind of anti-dragon threat. Its stats are bulky enough to resist several unboosted shots and fire back with a wyrm killing blow. A vulnerability to residual damage keeps the rabbit up at night, for water proof ninjas are what Azumarill fears.

Last edited by Mestorn; 24th November 2013 at 3:50 PM.

I was once routed by a Gengar who critted 4 times in a row on my team. Morale of the story; Crits happen and Sucker Punch is good Gengar repellent.

In three on three singles, I've had success with this set. 8D Yes it has counters, but doesn't everything? Everything here is pretty self explanatory. Bulldoze is there to hit Poison types and hit Steels at least neutrally, but you can also use Brick Break to hit Ferrothorn Super Effectively without lowering your stats. Speed EVs are like that to outspeed Choice Band Scizor when it uses Bullet Punch.

Last edited by Monster Guy; 24th November 2013 at 4:05 PM.

I look like someone else, but I'm just me.
With you standing by my side, I won't be lonely.
I look like someone else, but I'm just me!
My name is Mimikyu, don't call me spooky!

I was looking forward to analysis on the first Fairy-Type PotW. Imagine my displeasure. Azumarill isn't bad, but it isn't stellar.

Stats:
-HP - Great - Right out of the gate, Base 100 HP starts us off nicely...
-Attack - Bad - ...and now the shine is off the apple. Base 50 is awful, but, at the very least, it has Huge Power.
-Defense - Average - Base 80.
-Sp.Atk - Bad-bordering-Below Average - Base 60 isn't helping Azumarill's case and Huge Power doesn't even apply.
-Sp.Def - Average - Base 80.
-Speed - Borderline (Trick Room) - Base 50 Speed is just painting a big ol' target on Azumarill. At least there's Aqua Jet...

Abilities:
-Huge Power - Doubles Attack. Getting 436 Attack with maxed out EVs, max IV, and +Attack Natures is Azumarill's primary glimmer of hope.
-Thick Fat - Half damage from Fire-Type and Ice-Type Moves. *Sarcasm Mode: ON* That's the best Ability ever! Puts the bulk back into your Water Type! *Sarcasm Mode: OFF*
-Sap Sipper - Immunity to Grass-Type Moves and an Attack buff from being hit by them. It takes 2 Grass-Type would-be-hits to double your Attack when you could have that from the start for free with Huge Power.

Fighting Azumarill comes down to a few things:
1. Azumarill is Ability-dependent. Changing or negating Huge Power will cause it major problems.
2. Azumarill is Priority-dependent against faster Pokémon and slower Trick Room Pokémon. Aqua Jet is almost a guarantee.
3. Azumarill is Physical-Move-dependent. Burns are a huge asset in a fight against it.
4. Azumarill has Average defenses and great HP. It'll take a few hits, but it'll only take a few hits.
5. Azumarill is a Water Type. Dry Skin and Water Absorb Pokémon will negate Azumarill's Priority and primary STAB.

Not the worst Pokémon I've worked with, but far from the best. The Fairy Type addition made more enemies than friends, though - Poison Types are seeing more use in their STAB and Steel Types aren't walled as well by Azumarill nowadays. At least it has a decent Movepool and Ability.

Wind it up and watch it go! X and Y were exceedingly kind to Azumarill, granting it a unique type combination, an awesome new STAB move, and access to a previously illegal combination of Egg moves. Belly Drum when you get the chance to take Azumarill's already sky-high Attack even higher, and then proceed to sweep. Azumarill never could know both Belly Drum and Aqua Jet at the same time, but now that both parents are able to pass down Egg moves, there is no such thing as an illegal combination of Egg moves anymore. Which is very, very good news for Azumarill, and very, very bad news for anything it's facing. Between Huge Power, STAB, and Belly Drum's boosts, even resisted Aqua Jets are gonna leave a dent. Play Rough is the only physical Fairy-type move in existence, but fortunately, it's perfectly viable, making it an ideal STAB move for Azumarill, and the weapon of choice in the war on Dragon-types. Superpower is for additional coverage, though obviously is to be used sparingly, due to its stat-lowering side effects.

Item is to give Azumarill a little recovery, Ability is crucial to Azumarill's success- it ensures hard hits even if you can't get in a Belly Drum.

Other options:
*If Belly Drum is too risky for you, Azumarill can always run Aqua Tail for a more powerful Water move.
*Ice Punch might be a decent option once PokéBank comes into the picture, but honestly, Play Rough is more than sufficient.

Abilities:
*Thick Fat: Azumarill takes half damage from Fire and Ice moves. Resists both types already. Pass.
*Huge Power: Doubles Azumarill's Attack stat. If this is not your Azumarill's Ability, you're doing it wrong.
*Sap Sipper: Azumarill's Hidden Ability. Azumarill is immune to all Grass moves, and when hit by one, its Attack stat goes up by one stage. While this does arguably have its uses (eliminating a weakness is always a good thing), Huge Power and Belly Drum pretty much render it obsolete.

Partners:
Anything that can pass it a couple of Speed boosts. Or maybe something for paralysis support, or something with Sticky Web.

Counters:
Qwilfish and Tentacruel resist everything Azumarill throws at them and can strike back hard with super effective STAB Poison Jab/Sludge Wave. Another good bet would be basically anything fast, powerful, and resistant to Aqua Jet. Unaware Quagsire also laughs in the fact of Belly Drum.

Opinion:
I like Azumarill. Cute and badass- a perfect combination, wouldn't you say?

I love it when cute Pokemon turn out to be destructive and Azumarill is a shining example of it. Huge Power makes Azumarill a monstrous physical wallbreaker with a Choice Band. X and Y blessed it with a Fairy-typing and a metagame that seems quite friendly to it. Additionally, X and Y brought a new hold item that is often overlooked that Azumarill will likely enjoy using: Assault Vest. Since Choice Band is the most common thing that Azumarill will be holding, the added bulk can surprise many foes as Azumarill switches from Aqua Jet to Play Rough. With this new item, Azumarill also has a new move to make use of: Power-up Punch. The ability to stat boost and do damage simultaneously is a huge advantage that Assault Vest Azumarill has over a vast majority of foes. A bulky Azumarill can counter many popular offensive threats like Scizor, Terrakion, Mega Charizard X, Dragonite, Talonflame, and to an extent Aegislash.
Azumarill is cute, powerful, and bulky. Sure it's slow, but that is what Aqua Jet is for.

This is basically the same thing as the Choice Band, only you sacrifice power for bulk. Power-up Punch can be used if you want to stat boost, but if you want to dent Ferrothorn right away, Superpower will work fine.

While similar, this set works very differently from the others. Here, Power-up Punch is the core of the set, allowing you to hit harder and using your bulk to take hits while you boost.

Other options:
Ice Punch is now pointless. You have something better to hit dragons with now.
Bulldoze can hit Electric types, but you should be focusing on your STAB. Besides, Electric types are not seen much anymore.
Bounce lets you hit Grass/Poison types, but you should just switch out if you see those.
Return is another good coverage move, but Play Rough pretty much covers what you need in terms of what Return will hit.
Aqua Tail hits harder than Waterfall, but on something as powerful as Azumarill, you won't notice the difference in damage output. You will notice the difference in accuracy though.

Counters:
Ferrothorn is a hard counter to Azumarill. It resists the STAB, can take a Superpower, and kill with Power Whip. Grass/Poison types are even better, resisting STAB and Superpower and Ice Punch is rarely seen. Venusaur is fantastic at this. While it has to keep an eye out for Play Rough, Jellicent is an excellent counter.

Is this really random?Overview: Azumarill is one of those Pokemon who got a Huge boost in power with gen 6, as it got the Fairy typing, allowing it to be immune to dragons and giving it nice Play Rough STAB. Azumarill was already decent with Belly Drum and Huge Power, but now it gets access to more options in the form of Play Rough and Aqua Jet.

JetBlue Airlines
Azumarill @ Choice Band
Ability: Huge Power
Trait: Adamant
EVs: 252 HP/ 252 Atk/4 SpD
- Aqua Jet
- Play Rough
- Superpower/Brick Break
- Bulldoze/Knock Off
Kind of a Standard Azumarill set here, push the starting attack as high as possible, give it some bulk, and spam Super effective moves until you need to switch out. Really, that's what choice band does in one sentence, but Azumarill brings some other things to the table. Huge Power is awesome and brings Attack up to high levels (over 400 I think), pair that up with Aqua Jet STAB and you have a problem on your hands. Aqua Jet is your main attack, for priority, but Play Rough kills Dragons and is probably the reason Azumarill is up in the big leagues anyway. Take your choice of coverage moves for the other two slots and you're pretty much set.

War Drums
Azumarill @ Sitrus Berry/Leftovers
Ability: Huge Power
Trait: Adamant
252 Atk/ 252 HP/ 4 SpD
- Belly Drum
- Aqua Jet
- Play Rough
- Brick Break
The other Azumarill you will see is the belly drum-set. If you thought Choice Band gave you a lot of Attack, Belly Drum will give you roughly 1200 attack on the 2nd turn it's out, meaning it's going to punch holes in things. Sadly this power comes at a cost, which is half of your HP upon use. That's where the Sitrus Berry comes in, giving you 25% of that health back, meaning you might actually be able to take a hit. Leftovers are an option too, but they aren't as powerful right away.
After Belly Drum, Aqua Jet and Play rough will do some serious damage, and will be your main attacking moves. Use as needed. Brick Break does damage against Steels, and is a good coverage move. The set is pretty simple, but very effective and something to watch out for.

Other Options: Sadly Azumarill is a bit of a one-trick pony, but a good trick at that. If you wanted more bulk Assault vest is a good item that pairs nicely with power-up punch, but is a bit situational. Return and Double Edge are great moves, but Play Rough generally covers the same things, making them a bit redundant. Ice Punch used to be a great move, but is now only good for Grass types, which you should switch out of anyway.

Counters: Mostly Grass and Steel types will wall Azumarill pretty good. You know what that means: Ferrothorn. Ferrothorn survives a Superpower and can then counter with Power Whip to send the blue rabbit packing. Burns also help a lot in taking down a completely physical attacker. It's hard to counter something with so much raw attack, but anything that can take an Aqua Jet or Play Rough and deal damage back will take down Azumarill fairly easily. If priority doesn't float your boat, Waterfall is a good physical water attack option.

Azumarill really benefited in the generation jump and is one of the best Dragonslayers out there. Don't underestimate it-under the cover of a Pikablu imposter lies a dangerous sweeper.

Last edited by Melonhead215; 24th November 2013 at 8:00 PM.

...Well, if you think I'm gonna type my name in some rediculous swirly cursive font, well, that's not happening. At least for now.

84 speed was ripped off Smogon Forums, fast enough to outrun Jellicent. That means no will-o-wisp from that thing.

Focus Punch will actually hit harder then Play Rough, believe it or not. Not significantly more, but still more nonetheless. I'm no Azumarill expert, and I haven't tested it out, so this is the best I can do, but Substitute is still an awesome move, helping it hit faster threats without the need for hitting them on the swap-in. Could even finish off an offensive EV spread Rotom-W with a Focus Punch/Aqua Jet combo after rocks, if I did my calcs right.

Something to keep in mind is that, with 31 IV's and 252 EV's, Azumarill hits the magic number of 404 HP at level 100, allowing for 101-HP substitutes, which can withstand a level-100 Night Shade or Seismic Toss. While in-game this is rare, due to requiring FR/LG for seismic toss chansey, it's something to keep in mind for emulator play, and to watch for once Poke-Bank is released.

Aside from that, Azumarill getting the Fairy type has transformed it from a huge-power gimmick to a real threat. Belly Drum + Aqua Jet is an interesting, if gimmicky, setup. Fairy-type lets it switch into a dragon-type move for free, and the threat of play-rough usually causes a switch. If they lock themselves into Outrage, it gives you free time to set up for a sweep.

The biggest vulnerability Azumarill has is its reliance on Huge Power to deal damage. Cofagrigus walls Azumarill well, having the bulk to take a hit (usually), getting rid of Huge Power via Mummy, and burning with Will-o-Wisp. Aside from this, it can't do much to actually KO Azumarill, but it keeps it from posing much of a threat.

Other options include Power-Up Punch, for another gimmicky set-up option. Waterfall works for water-type STAB with twice the power of Aqua Jet and 100 accuracy to Play Rough's 90, although the loss of coverage and/or priority is felt deeply.

Aqua Ring is another interesting option, working well with Substitute and Leftovers for a more defensive/stalling set, and allowing it to Sub-Protect stall to some degree (again, another gimmick).

Thick Fat takes away almost all options for a decent offense, but makes it an even better wall against Fire and Ice moves. Then again, it already resists both of these types, so unless you REALLY need to sponge damage from Mega Charizard X's STAB moves, you're almost always better off with Huge Power. If you are using Thick Fat for whatever reason, remember that Azumarill's Special Attack got buffed to base 60. Still not very threatening, and it lacks much of a movepool to use with it, but it's not the worst out there.

Eviolite Marill... Once again relegated to the Gimmick corner. It has better overall defenses, yes, but base 20 is NON-EXISTENT offense. Plus, it's not like the eviolite boost puts it too far ahead of Azumarill, and the HP loss is really felt.

Perhaps the biggest weakness for Azumarill is its limited movepool. Most every set you see will tend to run the same moves, meaning it's easy to predict what's coming out.

Overall, Azumarill is probably one of the greatest beneficiaries of the Fairy Type in 6th Gen, except perhaps Mawile. While most of its sets rely on some gimmick or another, that doesn't mean they're bad; Just that they require some prediction to work, and if you guess wrong, then the water bunny is going to fall without doing much.

Counters

Countering Azumarill

The Choice Band Variants hurt out of the gate, but it can be handled by , and the Belly Drum variants are nearly unstoppable if they get set up. Nearly, not completely. Anyway, here are some counters I've been researching lately to deal with Azumarill.

Even after burning the Azumarill, Jellicent is going to go down quickly. Hope you have a backup wall?

How about other Water Absorb/Storm Drain/Dry Skin Pokemon!?

Lapras can't OHKO it and gets killed instantly by Superpower. If you succesfully switch in Storm Drain Maractus onto an Aqua Jet and kill it back with Giga Drain, you deserve the medal of "Trying WAY too Hard to Counter Azumarill". Life Orb Cacturne can get a OHKO with Seed Bomb also but again, thinking way too far out of the box. None of the other Water Absorb users should be able to land OHKOs, but the faster ones can land Toxic.

Well... How about Cofagrigus!

This isn't something most people think of right away but he is such a sneaky and good counter/check to Azumarill.

The Choice Band set gets slammed by Mummy and Will-O-Wisp, crippling it for the rest of the game. The Belly Drum set however, can kill it with Play Rough before Will-O-Wisp can be fired. You'll still force it into mummy though, so that's something.

And a general note: Focus Sash users that can OHKO it and something to ensure they aren't hit by hazards or weather.

Also don't be surprised if you see this thing in Sandstorm/Hail teams. Those weathers help it break sashes on things that would normally eat an Aqua Jet and then KO it. Aka the same reason why Azumarill loves hazard support.

And of course Toxic Spikes are a reliable way to handle it. Well you still need to stall it out but Poisoning Azumarill really does put a clock on it.

Yeah while "bulky" Azumarill has several problems that hurt its long term survivability. First, Azumarill is extremely exposed to residual damage. Spikes, Stealth Rock, Toxic Spikes, Sandstorm, Hail, toxic, burns, etc. all can whittle away Azumarill with surprising quickness. A poorly timed Aqua Jet into a Ferrothorn hurts as well. Secondly, Azumarill is completely dependent on its ATK (Huge Power) so burns are doubly worse. Opposing priority moves that are not named Aqua Jet, Mach Punch, Ice Shard, or Sucker Punch can ruin Azumarill's day, depriving it of its greatest asset. Water Absorb, Storm Drain and Dry Skin pokemon also wall Azumarill's lynch pin move for similar reasons. Finally as a "Dragon counter" Azumarill finds itself facing some of the hardest hitting pokemon in the game. While it is immune to a Dragon's stab, and few Dragons carry moves that are super effective against it (The Lati Twins and Dragonite are the only ones that really come to mind), Azumarill cannot stomach a boosted neutral hit (i.e. Earthquake). Azumarill lacks a priority Fairy move, so it must take a hit or have trick room support to be a truly effective Dragon killer.

Also, its only Fairy STAB doesn't have perfect accuracy which can be fatal in crucial moments.

I was once routed by a Gengar who critted 4 times in a row on my team. Morale of the story; Crits happen and Sucker Punch is good Gengar repellent.

I'll be honest, the only reason Cofagrigus really came to mind was because I wound up down to Azumarill vs a Cofagrigus in battle maison... I couldn't do ANYTHING against it. It just burned me, Hex-ed for more damage, and then rested off any damage I dealt. Not only is the burn painful, but losing Huge Power makes it pretty much impossible to do much of anything.

Sap Sipper isn't completely nonviable due to most of Azumarill's counters being Grass and it giving an Attack boost after being hit by a grass type. Still, it's pretty much limited to a gimmick troll set, although it could be interesting.

...Well, if you think I'm gonna type my name in some rediculous swirly cursive font, well, that's not happening. At least for now.

I don't know about this Pokemon, but reading the last POTW, I am honestly disgusted by all the claims that speed is the best stat. No, just, no. Dealing damage and taking it is more important. I'd rather be able to do serious damage with one attack and take everything that comes my way then attack first.

I must say, I am 110% against this action, I mean, quoting Wikipedia, '' A world of free knowledge will be lost ''. I say screw SOPA and PIPA, and all who agrees with me, sig this! We all detest the bill and will fight for the freedom of the Internet!

This is Bidoof. Many people loathe it with their lives. If you are of the few people who love this little beaver, put this in your sig. Started by Warrior Scolipede

People, we get it. Belly Drum Azumarill is used a lot. Wrongly so, at that. Belly Drum Azumarill is one of the most gimmicky and least useful sets it can run in this priority-dominated metagame. Its best sets are ones that take advantage of Azumarill's four main advantages: Bulk, power, typing, and movepool. One of the best sets that Azumarill can use is a Substitute set.